Add-on Development Resources

I am not sure I understand. Anim8or is a tool designed for creating models, and animation. How is creating models of spacecraft heretical? If you are using anim8or to do a 3D presentation of a building you want to make, now that's heretical. Or using anim8or is a "3D word processor".
 
I guess I'm using the wrong metaphor. Perhaps heretical isn't the right term, but then maybe again it is.

Using a tool for what it's intended, at worst, reflects dogmatism. There's no room for real exploration, innovation, etc. Nobody asks questions of it 'outside' the box. You use it for what it was made for.

In the intended application of Anim8or, there's no reason for Vinka to step in and apply his skills to the product. CGI exists in a much more limited capacity than the virtual world of the sim.

I understand your complaint, however. Modeling is modeling.

But that's not entirely true. A lot of it has to do with what comes next. To me, maybe a better analogy here is the computer with or without a communication link. The isolated computer (here representing CGI) does what's intended. But hook it up to a modem, and suddenly there's the ability to interface with the various networks that exist on the outside.

Then it's not like watching TV anymore, but far more dynamic, with potential input from other creative minds.

I guess that's it really - the difference in terms of approach (and this all comes from my comment that Orbiter modelers are more knowledgeable/helpful than the Anim8or forum). I think the modeling approach that Orbiter developers use is way more open and creative than the original design suggests. Creative to the point where individuals like Vinka, Ars61, etc., move the platform into directions that really blow the mind.

Mostly, I'm just following an intuitive hunch here, but it's based on my very unsatisfying responses on the Anim8or forum. Not snubbery or bad vibes, but reality tunnel limitations.


Edit - this whole thing needs to be removed, as it's outside the thread in my estimation. and developers resources is important.
 
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More useful Dev tools and Info

Here's a link to Dunn Engineering in BC. The page has links to "Rocket Propulsion," "Low Cost Rockets," and "Papers and Commentaries."

http://www.dunnspace.com/index.htm

Of particular interest is the "Rocket Engine Specific Impulse Program" http://www.dunnspace.com/isp2001.zip
and associated help page http://www.dunnspace.com/isp.htm

There's also a 13meg pdf copy of the 1957 Los Alamos "Dumbo Nuclear Rocket Reactor Design" study.

And there's a copy of Lt. Col. John R. London III's "LEO on the Cheap" available, either in pdf sections, or as the complete volume (12.5 megs). The page is located here: http://www.dunnspace.com/leo_on_the_cheap.htm
 
A Few Orbiter Utilities

Here's some links to various Orbiter utilities I made over the years. I think I had all these posted on M6 in various places. But since that forum seems to be lost, I'll put them here too. At least they're all in one place now.

cfg1.GIF

cfg2.GIF

http://orbitsimulator.com/orbiter/cfgData.exe
Helps you submit e-mail requests to JPL Horizons so you can accurately position moons, asteroids, and spacecraft in Orbiter. Creates data that you can paste into your scenerio or cfg files.

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geost.GIF

http://orbitsimulator.com/orbiter/geostationary.exe
Enter the time and date in either Calendar Date format or Modified Julian Date (MJD), and your desired longitude and this calculator creates the RPOS and RVEL vectors for a geostationary orbit around Earth that you can paste into your scenerio.

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http://orbitsimulator.com/orbiter/MassCalculator.exe
Enter a body's radius and density and this calculator will compute its volume and mass. No tricky math here. It just automates some simple calculations.

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MJDconverter.GIF

http://orbitsimulator.com/orbiter/mjdConverter.exe
Converts between the 4 date formats important to Orbiter: Calendar date, Modified Julian Date, Julian Date, Julian Epoch. Then, if you like, it lets you convert scenerios to the specified date. Always back up your original scenerios, just in case.

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rpos.GIF

http://orbitsimulator.com/orbiter/rpos.exe
Enter an object's orbital elements, and choose the solar system object this body is orbiting, or specify a custom mass for objects not included in the list, and this calculator will compute RPOS and RVEL vectors that you can paste into your scenerio files.
 
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Wow, thank you!

There are some quite usefull tools in there. Actualy they all are very usefull!
 
Tony -

Great post! These are all very useful, if indeed they do what they're supposed to. I'm betting they do, as I've already checked out your Gravity Simulator, and decided you've got credibility.

I'm thinking this one deserves a reputation button push, for sure!
 
Many thanks!

tony, I so glad you started this thread.

Had no idea whatsoever that these gems were hidden at M6.

:cheers::speakcool:
 
Any of the moderators around?

Can we put this into the developers sticky "Add-on Developer's Resources"? Please?

It certainly deserves to be there!
 
I'd say some sort of merge. Put this info into the existent Dev Resources thread.

This is some really useful stuff.
 
Agreed, no sense in having 2 stickys. Threads merged, permanent redirect left.
 
Storing MFD Instances

Computerex wrote an excellent article about storing MFD data in a separate class, so it's not reset when you switch cockpits, plus it allows every vessel to have its own set of variables.

http://www.orbiterwiki.org/wiki/Storing_MFD_Instances

If you use this approach, then be sure to use code in this section: (it's a new one)

http://www.orbiterwiki.org/wiki/Storing_MFD_Instances#Keeping_data_valid

because otherwise, your addon will CTD, when some other vessel is deleted.
 
For planets/moons, Wilbur is a free program that can produce spherically mapped textures (with some Orbiteer elbow grease, et. al.). It's both fairly "painterly", for the PS crowd, and mathematical in its approaches to texturing.

Hints: The brownian noise makes the best continental coastlines, you'll want to customize your own coloring for best results, play with the brushes.

Wilbur (free):
http://www.ridgenet.net/~jslayton/software.html

Be sure to RTM and there's a few nice tutorials about. :werd:

Cheers
 
Hey computerex... Could you add GMax to the Modelling links?
 
Thinking outside the box. That's how new things are accomplished. I have tried valiently to build .dll modules with VC++ 2005 and failed miserably. That's why I'm trying to explore extending the capabilty of the standard vessel config. I make some pretty good SC3 files for animated vessels but what I'd realy like to do is use the ini file format to animate vessels WITHOUT the limitation of the number of craft in a scenario imposed by the SC3 module.

I know, I know, flogging a dead mule ........ but I will learn quite a lot in the process and just maybe a module will emerge from it without those limitations.
You never know.
 
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